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PostProcessDataEditor.cs
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
/// <summary>
/// Editor script for a <c>PostProcessData</c> class.
/// </summary>
[CustomEditor(typeof(PostProcessData), true)]
public class PostProcessDataEditor : Editor
{
SerializedProperty m_Shaders;
SerializedProperty m_Textures;
private void OnEnable()
{
m_Shaders = serializedObject.FindProperty("shaders");
m_Textures = serializedObject.FindProperty("textures");
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
serializedObject.Update();
// Add a "Reload All" button in inspector when we are in developer's mode
if (EditorPrefs.GetBool("DeveloperMode"))
{
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_Shaders, true);
EditorGUILayout.PropertyField(m_Textures, true);
if (GUILayout.Button("Reload All"))
{
var resources = target as PostProcessData;
resources.shaders = null;
resources.textures = null;
ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
}
}
serializedObject.ApplyModifiedProperties();
}
}
}